Contents

Skill Functions and Interactions

Trigger Gem: Like all trigger gems, Cast when Damage Taken only "casts" spells. Attack gems such as Double Strike are not considered spells. Multiple spells can be linked to a single trigger gem but if two or more spells are of the same type (e.g.: Cast when Damage Taken - Fireball - Fireball) they will never trigger simultaneously, even if they are not on the same link. The order in which they are linked determines the order in which they cast (e.g.: Cast when Damage Taken - Enduring Cry - Immortal Call will cast Enduring Cry first, allowing Immortal Call to consume the charges immediately. In the other order, Immortal Call with consume existing charges, then new charges will be produced by Enduring Cry). The top end of the linked sockets (for four-links, the top left socket) is the first in the order, followed by each socket down the line, following links.

Damage effectiveness: The damage effectiveness increases with level, but so does the damage taken per cast; overall, the amount of damage that needs to be taken per damage effectiveness goes up at higher gem levels. The optimum is a level 2 gem, which requires 1442 damage taken per 100% damage effectiveness. In comparison, a level 20 gem requires 3057 damage taken per 100% damage effectiveness.

Targeting: Targeted spells will cast towards the enemy that caused the last damage. Reflected damage is considered to come from the enemy originally damaged.

Cooldown: Cast when Damage Taken has a cooldown of 250ms, or the linked skill's cooldown, whichever is longer. Each linked spell has its own cooldown and internal damage counter. The damage counter will not increase while the spell is cooling down. This can cause skills intended to be simultaneous to get out of sync (e.g. Immortal Call will keep counting damage while Enduring Cry is on cooldown, so they will end up going off at different times).

Maximum Level of Supported Skills: Cast when Damage Taken cannot support skills of higher level than specified. Note that this restriction only applies to active skills; any level of supports may be used.

Damage Counter Reset: The counter of damage taken will reset to 0 whenever you enter a new area. Damage taken is not remembered when returning to the same instance of an area.

Gem level progression

Level

x% less Damage

Total Damage

Maximum Level ofSupported Skills

Exp.

1

31

33

23

70%

440

31

179,320

2

33

35

24

66%

490

33

225,766

3

35

37

25

62%

560

35

282,073

4

37

39

27

58%

620

37

349,759

5

39

40

28

54%

700

39

431,204

6

41

42

29

50%

780

41

528,465

7

43

44

31

46%

880

43

644,165

8

45

46

32

42%

980

45

782,325

9

47

48

33

38%

1090

47

945,554

10

49

50

35

34%

1220

49

1,138,877

11

51

52

36

30%

1350

51

1,368,223

12

53

54

37

26%

1500

53

1,638,338

13

55

56

39

22%

1670

55

1,956,648

14

57

57

40

18%

1850

57

2,329,968

15

59

59

41

14%

2060

59

9,826,462

16

61

61

43

10%

2280

61

21,126,787

17

63

63

44

6%

2520

63

50,254,966

18

65

65

45

2%

2790

65

89,391,985

19

67

67

46

-2%

3080

67

146,266,188

20

69

69

48

-6%

3240

69

N/A

21

71

71

49

-10%

3580

71

N/A

22

73?

73?

?

-14%

3950

73

N/A

Quest reward

Strategy

Due to the large amount of damage taken needed per damage effectiveness and the rapid scaling of damage taken required per level, it is advisable to use spells for purposes other than damage that do not depend heavily on the active skill level. Possible choices include:

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